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Question by thomas-herbreteau · Mar 20, 2018 at 08:59 PM · c#camerainstantiatematerialresources

Instantiate screenshots from camera *Realtime*

Hi there! I am working on a VR film-making app. What I am trying to do: on "K" key press, save a png from a RenderTexture (camera view) in the Resources folder and instantiate it on the scene so the user can view the shot he just took. The user can take several shots. For the moment, I have this code that kinda works. But I have a problem with the first shot: on the scene, it first appears purple (missing material), and when I press K again (and again), it always take the texture of the last shot...

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using System.IO;
 
 public class ScreenShots : MonoBehaviour { 
     
     public int resWidth = 1080; 
     public int resHeight = 720; 
     public RenderTexture Preview;
 
     public List<Image> allImages;
     public int imageIndex = 0;
 
     public GameObject Parent;
 
    void Update () { 
         
         if (Input.GetKeyDown("k")) { 
 
             //Destroy all existing 'vignettes'
             GameObject[] vignettes = GameObject.FindGameObjectsWithTag("vignette");
             foreach(GameObject vignette in vignettes)
             GameObject.Destroy(vignette);
         
             //RenderTexture to PNG in Resources folder
             Texture2D screenShot = new Texture2D(resWidth, resHeight, 
                                                  TextureFormat.RGB24, false); 
             RenderTexture.active = Preview; 
             screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0); 
             RenderTexture.active = null; 
             byte[] bytes = screenShot.EncodeToPNG(); 
             string filename = Application.dataPath + "/Resources/screen.png" 
                 + System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss") + ".png"
                 ; 
             System.IO.File.WriteAllBytes(filename, bytes); 
             Debug.Log(string.Format("Took screenshot to: {0}", filename)); 
 
             StartCoroutine(LoadAllScreens());
         } 
    } 
 
     IEnumerator LoadAllScreens()
     {  
         Debug.Log ("LoadAllScreens");
 
         //Load all pngs in Resources folder
         string[] imageFilePaths = Directory.GetFiles("F://master/Assets/Resources", "*.png");
 
         for (int i = 0; i < imageFilePaths.Length; i++)
         {
             Texture2D SavedScreenShot;
 
             SavedScreenShot = new Texture2D (resWidth, resHeight, 
                 TextureFormat.RGB24, false);
             
             WWW diskImageDir = new WWW("file://" + imageFilePaths[i]);
 
             //Wait for file finish loading
             while (!diskImageDir.isDone)
             {
                 yield return null;
             }
 
             diskImageDir.LoadImageIntoTexture(SavedScreenShot);
 
             var ParentX = Parent.transform.position.x;
             var ParentY = Parent.transform.position.y;
             var ParentZ = Parent.transform.position.z;
 
             //Instantiate a screen Prefab with new material with main texture = SavedScreenShot
             GameObject cube = Resources.Load ("Cube") as GameObject;
             var newCubes = Instantiate (cube, new Vector3(ParentX + 2*i, ParentY, ParentZ), Quaternion.identity);
             newCubes.transform.parent = Parent.transform;
             Renderer rend;
             rend = cube.GetComponent<Renderer> ();
             rend.material = new Material (Shader.Find("Specular"));
             rend.sharedMaterial.SetTexture ("_MainTex", SavedScreenShot);
 
             Debug.Log ("Instantiate Cube");
         }
     }
 } 

Everything else is working fine but I can't really figure out where is the problem with the first "K" press. Is it the "for" that is not correct? I can provide screenshots if needed. Thanks for your help :)

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